I'm creating a game which stores a few variables using PlayerPrefs. It saves and loads the PlayerPrefs perfectly fine while testing in the editor, however when I build it to WebGL or Unity Web Player, ...

I've created a rendering engine in Haskell, and I've got an OBJ model loader. Obviously, the models I've loaded in a complete set of vertices, normals and texture coordinates for the model. But say, ...

Currently when launching the client of the game, it connects to the server and loads all the cachedata in a normal form (= folders, .txt files and .png files). However I don't like that the players ...

I've been working on project for quite a while, and I've returned to dilemma about level loading.
The problem is i trust the client with it's local level loading, when it's done loading it tells the ...

My game uses OpenGL ES 2.0 and I have a splashscreen which uses a standard Android View. This plashscreen is shown on top of the GLSurfaceView and then simply removed once everything has been loaded ...

My game has a few texture atlases that need to be loaded (in my XHDPI folder they total 3.49MB) and on a top-end device they don't take that long to load, however on a low-end device they seem to take ...

I believe there's a D3DX function that can load a DDS file with mipmaps but D3DX is deprecated. Any function/library that can load it and that's not deprecated? I need it for DirectX if it makes any ...

I am looking to multi-thread the resource allocation routines (i.e world loading) in my game so that they can occur in the background whilst rendering a loading screen etc... The problem is, I used to ...

In my level selection screen, all but the first level start out locked.
When I click on a level, it loads perfectly in Unity editor. However, when I build the game on a real device, the game stops as ...

For example say you wanted to draw a 3D cube you can define an array of hard coded vertices using float3, here is an example. http://msdn.microsoft.com/en-us/library/windows/desktop/jj552949.aspx
But ...

In my game, a RTS game, the units are all wavefront obj. all their animation frames are each seperate wavefront obj file. ie. without any skeletal animation; fully rigid models. So when many units are ...

Is it necessary for a game developer (on Android, game consoles, online, or desktop) to display the loading screen to cover unfinished rendered game environments and prevent users from thinking that ...

I'm creating a game in C++ using OpenGL, and decided to go with the SOIL library for image loading, as I have used it in the past to great effect. The problem is, in my newest game, trying to load an ...

I'm writing a game using the Slick2D library. I recently added a loading screen using deferred loading. I use the Music class to load OGG files to be used as music. These take an excessive amount of ...

Currently I am working on a simple 2D platformer and I want to load a tiled map.
What I've started working on is loading the tiles using a text file. My first question is simple: is a text file the ...

I can't see this mentioned in the documentation. Am I missing something obvious? Or does SFML really give you no option, forcing everything to be loaded as RGBA8888?
Searches on Google and the SFML ...

I have many types of entities, each type has a lot of if instanceof Spider (for example ) then do this in the game code... Now I got to the part where I want to save each type.
They all are based on ...

I have been thinking of using level of detail to make rendering crowds easier. The idea is to replace a group of meshes with a single one representing a group.
For example, you have 1 individual cube ...

I'm creating a ResourceManager.
At the beginning i'm creating a groups of resources which contain a map of resources. The role of groups is to quick load/unload resources, to find some constant, never ...

My game uses openGL ES 2.0 on Android and it's got to the point where the pause (while loading resources) has become noticeable.
All I'm after is to show a static screen (probably via an XML layout ...

Games like Karateka (which uses UDK) seem to be able to asynchronously load GL assets as well as display animation.
The splash is incredibly short, then presumably their glView shows up.
I can think ...

Ok, I have fairly little multi-threading experience, but i have done a similar thing before without issue...but this has me stumped.
This is in C++, Directx9 Visual Studio...
My game basically runs ...

I am currently loading my game bitmaps when the user presses 'start' in my animated splash screen activity (the first / launch activity) and the app progresses from my this activity to the main game ...

I want to load all my game's images on the game's startup and have a loading bar to show it's progress. I already know how to create and display the loading bar, but I can't figure out how to load the ...